Three-dimensional environment linear content viewing and transition

ABSTRACT

The present disclosure relates to a system for controlling an interactive virtual environment. The system includes a computer for generating a three-dimensional computer-generated environment including a player controllable character within the three dimensional computer-generated environment, displaying linear content on a virtual display presented within the three-dimensional computer-generated environment, the linear content associated with at least one interactive experience, receiving input controlling the player controllable character to move the player controllable character into close proximity to the linear content displayed on the virtual display, and generating a second three-dimensional computer-generated environment including the player controllable character within the at least one interactive experience associated with the linear content.

RELATED APPLICATION INFORMATION

This patent claims priority from U.S. provisional patent application No.63/320,456 entitled “INTERACTIVE ENVIRONMENT LINEAR CONTENT VIEWING ANDTRANSITION” filed Mar. 16, 2022, the entire content of which isincorporated herein by reference.

A series of applications both overseas and in the U.S. by the presentassignee and naming the same inventor are relevant to the subject matterdisclosed herein. The most-relevant U.S. application being applicationSer. No. 17/265,124 filed Feb. 1, 2021 and entitled “System and Methodfor Providing a Computer-Generated Environment” claiming priority toPatent Cooperation Treaty application No. PCT/GB2019/052183 of the sametitle. Those applications are incorporated by reference herein.

NOTICE OF COPYRIGHTS AND TRADE DRESS

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. This patent document may showand/or describe matter which is or may become trade dress of the owner.The copyright and trade dress owner has no objection to the facsimilereproduction by anyone of the patent disclosure as it appears in thePatent and Trademark Office patent files or records, but otherwisereserves all copyright and trade dress rights whatsoever.

BACKGROUND

Field

This disclosure relates to interactive three-dimensionalcomputer-generated environments and, more particularly, to the viewingand interaction with two-dimensional linear content presented withinsuch environments.

Description of the Related Art

There exist various ways for users to interact with computer userinterfaces or interactive environments. As each new advancement in userinterface or user interaction with computing devices occurs, ittypically takes a few years for the appropriate physical interface to bedeveloped or to take hold for interacting with that interface. In whatis now quite an old example, Xerox developed a PARC user interface forits copiers and other devices in the late 1970s. One of the metaphorsemployed by the system was the use of so-called “windows.” Initially,the interface was designed for touch-screen interaction, and a keyboardalone was found to be inadequate and clumsy for interaction with theuser interface.

Within a short period after development of the windows metaphor, Xeroxrealized that the computer mouse, which could be used to move a cursorto a particular (x, y) location on a screen was the best way to interactwith such a user interface. Virtually every operating system developedsince has relied upon this same metaphor and user input device. Morerecently, Apple® acquired a company called FingerWorks in approximately2005 for so-called “multi-touch” interactions. The underlying technologycame to be used in virtually every iOS touchscreen to enable complextouch-based interactions on glass displays.

In a more recent vein, this development process is still ongoing in theambit of virtual reality (VR) and augmented reality (AR) interactions.Virtual reality headsets have been around for years but have beencomplex and expensive. Now that they are hitting the mass marketplace,they are primarily being shipped with some form of controller. The bestof those controllers rely upon infrared lighting to perform controllertracking to enable very detailed interactions in virtual space.Metaphors for “grasping” objects (e.g. a virtual ball in a virtualworld) are developing using triggers and similar controller metaphorscarried over from computer gaming. These metaphors and interactions arein the process of refinement and development.

However, even the strongest proponents of the use of hardwarecontrollers look to a future where an individual user's VR hands will betracked (by a headset or by an overall environment) and the user willinteract with the virtual world in much the same way he or she interactswith the real world. Even with the best of infrared or visualhand-tracking systems, it seems inevitable that some metaphor thatdiffers at least slightly from real-world interactions will be requiredfor these virtual reality environments. Much like the introduction ofthe mouse in a “windows” environment, virtual reality and augmentedreality software designers are actively working on the best and mostnatural ways to interact with a computing device in these new paradigms.The process of developing the human and machine interface for virtualand augmented reality is ongoing.

The metaphors for computer gaming on computers and video game consolesare well-developed. Users start software on a computer or gaming deviceto begin a particular experience. The controls for an on-screen avatarare relatively fixed. And, in a typical case, the gameplay mechanics andgameplay loop are relatively fixed. For example, in a first personshooter style game, a player avatar is usually controlled with akeyboard or an analog stick of a game controller, while an “aim”(typically the center of the screen) is controlled by the mouse oranother analog stick. The mechanic is roughly: move the avatar around(in first or third person, depending on the game), aim the weapon at anenemy, fire the weapon and (hopefully) win a bout with other players ornon-player characters controlled by the game.

A so-called “platformer” game mechanic involves moving a player avatarfrom platform to platform through a series of actions over a set arenaor area to a “finish line” or other goal. Sometimes the metaphors aremixed, an first person shooter (FPS) with platforming elements, or aroleplaying game with FPS elements and the like. But, in general, themechanic and gameplay loop remain constant for a given game.

Some more complex games enable two or more gameplay mechanics in thesame game. For example, the certain types of games include drivingportions where a player controls a car (e.g. a car being stolen ormoving the player avatar about a city) and also includes an FPS-likeelement where the avatar moves about in the city “walking” around. Theremay be flying portions wherein the player controls a flying plane orhelicopter. There may also be dialogue options in such games that maychange the overarching story or cause the game world to change in someway.

There are still other games or experiences built upon these basicconcepts that enable various types of gameplay from the same controlsand within the same “game.” Roblox® is one such example. Roblox is asandbox-style game that enables players to meet their “friends” onlinein one or more virtual worlds or environments. However, within Roblox,third parties may offer other experiences or games. These are typicallyquite simple games, but they alter the overall experience within Roblox.These other experiences remain within the overall construct, controlscheme, and gameplay mechanics of the overall Roblox® experience.

As new gameplay mechanics and systems develop, interactive metaphors andcontrol schemes likewise develop, usually with a short lag behind.

DESCRIPTION OF THE DRAWINGS

FIG. 1 is an overview of a system for three-dimensional environmentlinear content viewing and transition.

FIG. 2 is a block diagram of an exemplary computing device.

FIG. 3 is a functional block diagram of a system for three-dimensionalenvironment linear content viewing and transition.

FIG. 4 is an example three-dimensional character near a linear contentdisplay.

FIG. 5 is an example three-dimensional character jumping into a linearcontent display.

FIG. 6 is an example three-dimensional character jumping into a linearcontent display.

FIG. 7 is an example three-dimensional character transitioned into a newthree-dimensional environment previously shown on the linear contentdisplay.

FIG. 8 is a flowchart of a process for linear content transition to anew three-dimensional environment.

FIG. 9 is a flowchart of a process for linear content transition to anew three-dimensional environment from the perspective of a user.

Throughout this description, elements appearing in figures are assignedthree-digit reference designators, where the most significant digit isthe figure number and the two least significant digits are specific tothe element. An element that is not described in conjunction with afigure may be presumed to have the same characteristics and function asa previously-described element having a reference designator with thesame least significant digits.

DETAILED DESCRIPTION

There is increasing desire for a different kind of gameplay experiencewherein a user may engage in any number of distinct gameplay orexperiences while within or a part of an overall interactiveenvironment. The user may transition seamlessly between a “hang out”experience and a “game” experience. Even the game experiences themselvesmay vary, all while within one three-dimensional environment orexperience. One metaphor is the use of a virtual VR headset within agiven interactive experience as a “gateway” to another interactiveexperience. The metaphor employed is the player avatar donning the VRheadset within the first interactive experience to move into anotherinteractive experience. Likewise, the player avatar may remove one VRheadset to move back into a prior interactive experience.

In-game content may be viewed on virtual “screens” within theinteractive experience. So, a player avatar may stand or sit in avirtual living room or theater, watching a virtual television which is alive stream of that player's friend playing a game that is a sub-part ofthe overall interactive experience. In one example, a first-personshooter game being viewed (similar to a video game stream) on a largevirtual movie theater screen within a virtual movie theater.

However, the experiences within the interactive environment are many.And the metaphors used for transition from one experience to the nextmay vary depending on the context. So, in a first person shooter “match”style game, a user may load-in to a game by starting the application andlogging into a service. But, a game like Apex Legends® “drops” playersinto the game world from an airdrop rather than merely having themappear in set or random locations within the game world. So-called “openworld” games often have a player “home” or base location where the userreturns to store collected materials and repair cars or sleep for thenight as a save mechanic. Further, video game players in particular liketo experiment and try different approaches to an interactiveenvironment.

Here, one or more player avatars may engage in an interactiveexperience. That experience may be on a personal computer, a gamingconsole, through a streamed “game” experience (e.g. Xbox Cloud, NvidiaNow, etc.), a VR headset, or other systems for enabling interactiveentertainment. That interactive experience may incorporate in some forma stream of linear content. As used herein, “linear content” istwo-dimensional recorded, live, or streamed content that is intended tobe viewed from a beginning point to an end point, customarily withoutany form of user interactivity with that linear content, apart frompotentially starting and stopping or pausing playback. Linear content istypically of the form of a video of a motion picture, a television showor series, a so-called “short” or may be a trailer for other content, ora pre-rendered cutscene. Linear content is explicitly not a renderedthree-dimensional world in which a character or player may move aboutfreely and with which the player may interact.

However, Linear content may be displayed on a virtual display within athree-dimensional environment or other interactive experience. So, auser or series of users within that three-dimensional environment mayview that linear content. One such metaphor may enable an individual orgroup to watch linear content in such a virtual living room or movietheater. Within the three-dimensional environment, the content may beprojected onto a large screen or within a movie theater while theparticipants watch together. The screen or display may itself be a“pop-up” display placeable by a player avatar anywhere within the worldor it may be fixed (e.g. a jumbotron at a stadium or during a concert orsimply always present).

Linear content may have a purpose, a theme, be related to a franchise orseries, involve a particular superhero or crime-fighting team orcharacter, be set in a particular world (e.g. Star Wars® or aTransformers® movie or series), involve a particular skill set oractivity (e.g. skiing or cooking or skydiving) or otherwise involve someactivity or be related to some other content or world. The content maybe a dynamic screen that displays live content created by or taking partfrom a “streamer” of such content or even player friends currentlyplaying a different experience within the three-dimensional environment(e.g. engaged in an FPS game or a racing game). A user may watch thatcontent alone or with friends within the same interactive environment.

As the user watches the linear content, the user may wish to “join” theenvironment, world, characters, activity or the like for that linearcontent. Or the linear content may itself be an advertisement orinvitation to participate in such an activity. In such a case, a playermay control his or her player avatar so as to cause that player avatarto jump into, step into, or otherwise move through the linear content onthe virtual display (e.g. television screen, theater screen, portal,etc.) to thereby move into or begin interacting with an interactiveenvironment.

As used herein “associated with” in the context of a three-dimensionalenvironment associated with linear content means that thethree-dimensional environment “associated with” the linear content issomehow related to that linear content. In particular, the newthree-dimensional environment or one “associated with” linear content isone which involves the same theme, world, characters, actions,activities, or elements from the linear content shown on the display.The three-dimensional environment “associated with” linear content isexplicitly not generic content or merely another part of an existinggame world or environment, it is a new environment with specificreference to or components from the linear content, but rendered as apart of the three-dimensional environment.

In so doing, the player may thereby indicate his or her desire to entera new experience involving the theme, world, characters, activity, etc.for the linear content. The linear content can play the part of thetransition space from a first three-dimensional environment to a secondthree-dimensional environment, the second having some relationship orassociation with the theme, setting, characters, or the like for thelinear content being viewed on the display. The computer system mayautomatically and seamlessly transfer the player avatar (or generate adifferent, but related player avatar—e.g. a car for a racing game orFast & Furious® linear content) to the different interactive experienceassociated with the linear content.

So, for example, a user may watch a cooking show (linear content) in avirtual kitchen within an interactive experience in which the playeravatar is situated. Partway through the process of watching a chefprepare chicken piccata, a player may move his or her avatar into thedisplay upon which the linear content showing the chicken piccatapreparation is being shown. The system may cause the player avatar totransition to a different three-dimensional environment involving akitchen and cooking game wherein a player may cook a virtual chickenpiccata or simply take part in a simplified (or complex) cooking game orexperience. Alternatively, a user may be transmitted to a virtual storewhere real-world ingredients to prepare chicken piccata may be purchasedfor pick up or delivery to that user's home.

The content may be branded or associated with a particular set of linearcontent. So, for example, a user may be watching one of the John Wickseries of movies starring Keanu Reeves. A user may particularly like agiven scene or a scene within the linear content may indicate that aninteractive experience is available for the scene. So, for example, ascene within the movie involving a dramatic set of action sequences mayindicate that an interactive experience is available. The user may wishto “participate” in this scene by jumping into the associatedinteractive experience. By “jumping” into the display showing the linearcontent as that scene plays, the user may indicate that intent and betransitioned to the playable experience.

The system described herein improves the functioning of the computer bystreamlining the interaction of users within a three-dimensionalenvironment to better-mimic how a user would choose to interact in thereal world. In essence, the present system improves the functioning ofthe server system for interactive environments like those describedherein by easing transition between content types and experiences. Inthe past, a user may launch a particular game software. To transition toa new game software or experience, the user must quit that game softwareand launch another game software. The present system streamlines thatprocess by enabling seamless transition between content of disparatetypes through the use of a “teleport” like metaphor.

The present system also improves the interactivity of linear content.For many years, linear content such as film and television shows havedesired to have more engagement with their fans. Many films andtelevision shows have associated video games, but they generally onlyhave the same characters and rough similarities of the storylines orthemes. The present system can enable linear content creators to havedirect interaction with their fans and customers through interactiveexperiences directly tied to their linear content. Creative linearcontent creators can even use the present systems to tailor linearcontent to user's desires or according to user interactions with anassociated three-dimensional environment while viewing that linearcontent.

Description of Apparatus

Referring now to FIG. 1 , an overview of a system 100 forthree-dimensional environment linear content viewing and transition isshown. The system 100 includes an environment server 120, a contentserver 130, a user computing device 140, a user mobile computing device150, and a virtual reality device 160; all interconnected by a network110.

The environment server 120 is a computing device (FIG. 2 ) or a group ofcomputing devices. The environment server 120 is used to storethree-dimensional models and any textures associated with the variousthree-dimensional models. These models may be player characters,environments in which the models move about, virtual automobiles,clothing, furniture, buildings, means of transport, displays, plants,and components of each of the foregoing.

The environment server 120 may act much like a traditional “game server”to provide a server into which one or more players may log in order tomove about in a virtual world comprised of the associated art assets,models and textures. The environment server may primarily operate as anorchestrator of multiple players as they connect and interact with oneanother, and to ensure integrity of the process of login, and uniformityof the three-dimensional environment (which may actually be renderedlocally on each user's machine from a set of game assets and files).

The environment server 120 may be self-hosted, meaning operated by acompany or entity that enables the functions and systems describedherein. Alternatively, the environment server 120 may be on a sharedresource service such as Amazon AWS or Microsoft Azure. Some or all ofthe environment server 120 may be hosted by the users of the systemitself (e.g. a “chat” room made by players) so that users join theircomputer. In such cases, the environment server 120 or a portion thereofmay actually be peer-to-peer hosted by one of the participants andmerely orchestrated or controlled by a player.

The content server 130 is a computing device or a group of computingdevices. The content server 130 stores and streams linear content fordisplay on a fixed or movable display within the three-dimensionalenvironment created by the environment server 120. So, the contentserver 130 may be a streaming service like Netflix® or Hulu®. However,in some cases the content server 130 may be or be a part of theenvironment server 120. This may be the case, for example, when theenvironment server 120 is used to display a linear content version of anongoing game (e.g. a stream of an first person shooter (FPS) game ormassively online battle arena (MOBA) game being played elsewhere withinthe environment). Or, in other cases, the content server 130 may be oneor more of the user's computing devices. So, a user may host a “movienight” by streaming a film or television show from their local libraryor together with a friend from an online streaming service. In such acase, the content server 130 may be locally hosted by a user.

The user computing device 140 is a computing device such as a personalcomputer, laptop computer, desktop computer or the like. The usercomputing device 140 may be a typical consumer computing device, lackingin any significant specialized capabilities. However, the user computingdevice 140 may include a GPU or an integrated GPU (e.g. integrated intoa single chip with a CPU). The user computing device 140 is used by auser to connect to the environment server 120 to move an avatar aboutwithin a three-dimensional environment generated by the environmentserver 120 (or, more accurately, on the user computing device 140 asdirected by the environment server 120). The three-dimensionalenvironment to which the user connects may enable that user to carryabout a “pop-up” display for linear content that may be placed anywhereor virtually anywhere within the three-dimensional environment. Thethree-dimensional environment itself may incorporate one or more displayscreens for display of linear content thereon built-in to theenvironment (e.g. large billboards, virtual “television” monitors, andthe like).

The user mobile computing device 150 is effectively identical to theuser computing device, though its form factor may be that of a mobiledevice. It may, for example, be a mobile phone, a smart phone, a tabletcomputer, or other, similar device. It is shown to indicate that in somecases a user mobile computing device 150 may be used in place of theuser computing device 140. Likewise, the virtual reality device 160 isanother computing device that operates in much the same way as the usercomputing device.

FIG. 2 is a block diagram of an exemplary computing device 200, whichmay be or be a part of the environment server 120, the content server130, the user computing device 140, the mobile computing device 150 orthe virtual reality device 160 of FIG. 1 . As shown in FIG. 2 , thecomputing device 200 includes a processor 210, memory 220, acommunications interface 230, along with storage 240, and aninput/output interface 250. Some of these elements may or may not bepresent, depending on the implementation. Further, although theseelements are shown independently of one another, each may, in somecases, be integrated into another.

The processor 210 may be or include one or more microprocessors,microcontrollers, digital signal processors, application specificintegrated circuits (ASICs), or a systems-on-a-chip (SOCs). The memory220 may include a combination of volatile and/or non-volatile memoryincluding read-only memory (ROM), static, dynamic, and/ormagnetoresistive random access memory (SRAM, DRM, MRAM, respectively),and nonvolatile writable memory such as flash memory.

The memory 220 may store software programs and routines for execution bythe processor. These stored software programs may include an operatingsystem software. The operating system may include functions to supportthe input/output interface 250, such as protocol stacks,coding/decoding, compression/decompression, and encryption/decryption.The stored software programs may include an application or “app” tocause the computing device to perform portions of the processes andfunctions described herein. The word “memory”, as used herein,explicitly excludes propagating waveforms and transitory signals. Theapplication can perform the functions described herein.

The communications interface 230 may include one or more wiredinterfaces (e.g. a universal serial bus (USB), high definitionmultimedia interface (HDMI)), one or more connectors for storage devicessuch as hard disk drives, flash drives, or proprietary storagesolutions. The communications interface 230 may also include a cellulartelephone network interface, a wireless local area network (LAN)interface, and/or a wireless personal area network (PAN) interface. Acellular telephone network interface may use one or more cellular dataprotocols. A wireless LAN interface may use the WiFi® wirelesscommunication protocol or another wireless local area network protocol.A wireless PAN interface may use a limited-range wireless communicationprotocol such as Bluetooth®, Wi-Fi®, ZigBee®, or some other public orproprietary wireless personal area network protocol. The cellulartelephone network interface and/or the wireless LAN interface may beused to communicate with devices external to the computing device 200.

The communications interface 230 may include radio-frequency circuits,analog circuits, digital circuits, one or more antennas, and otherhardware, firmware, and software necessary for communicating withexternal devices. The communications interface 230 may include one ormore specialized processors to perform functions such ascoding/decoding, compression/decompression, and encryption/decryption asnecessary for communicating with external devices using selectedcommunications protocols. The communications interface 230 may rely onthe processor 210 to perform some or all of these function in whole orin part.

Storage 240 may be or include non-volatile memory such as hard diskdrives, flash memory devices designed for long-term storage, writablemedia, and proprietary storage media, such as media designed forlong-term storage of data. The word “storage”, as used herein,explicitly excludes propagating waveforms and transitory signals.

The input/output interface 250, may include a display and one or moreinput devices such as a touch screen, keypad, keyboard, stylus or otherinput devices. The processes and apparatus may be implemented with anycomputing device. A computing device as used herein refers to any devicewith a processor, memory and a storage device that may executeinstructions including, but not limited to, personal computers, servercomputers, computing tablets, set top boxes, video game systems,personal video recorders, telephones, personal digital assistants(PDAs), portable computers, and laptop computers. These computingdevices may run an operating system, including, for example, variationsof the Linux, Microsoft Windows, Symbian, and Apple Mac operatingsystems.

The techniques may be implemented with machine readable storage media ina storage device included with or otherwise coupled or attached to acomputing device 200. That is, the software may be stored in electronic,machine readable media. These storage media include, for example,magnetic media such as hard disks, optical media such as compact disks(CD-ROM and CD-RW) and digital versatile disks (DVD and DVD±RW), flashmemory cards, and other storage media. As used herein, a storage deviceis a device that allows for reading and/or writing to a storage medium.Storage devices include hard disk drives, DVD drives, flash memorydevices, and others.

FIG. 3 is a functional block diagram of a system 300 forthree-dimensional environment linear content viewing and transition. Thesystem 300 includes the environment server 320, the content server 330,and the user computing device 340. The environment server 320 may be aversion of environment server 120, the content server 330 may be versionof server 130, and the user computing device 340 may be a version ofdevice 140, 150 or 160. The mobile computing device and virtual realitydevice are not shown because their functions are substantially the sameas the user computing device 340. These are functional elements,expressed in terms of their functionally. The functional elements shownin this figure may be physically divided or organized differently thanshown from a functional perspective while still conforming to theoverall intended functionality and purposes. The functions shown in thisfigure may be implemented in hardware or software or a combination ofthe two.

The environment server 320 includes a communications interface 322, amodels database 323, a textures database 324, authentication functions325, and a world server 326.

The communications interface 322 operates to enable communicationsbetween the interacting elements of the system like the content server330 and the user computing device 340. The communications interface 322may include the various hardware network components discussed above as apart of the computing device 200. However, it also may includeapplication programming interfaces (APIs), unique network connectivitysystems and data protocols used by the user computing device 340 and/orcontent server 330 to communicate with the environment server 320securely and efficiently under the unique circumstances of the system300.

The models database 323 stores the three-dimensional models used togenerate the three-dimensional environment. These models may be the mapsof the world, the locations, the objects making up the world (e.g. cars,boats, trees, tables, chairs, clothing, etc.). The models database 323also stores the models for the player avatars used within the world byall of the players. These avatars may be uniquely-designed individuallyby each player or may have elements drawn from groups of “components”making up the avatar bodies (e.g. sets of eyes, sets of arms, sets oflegs, etc.).

The textures database 324 stores the textures used in conjunction withthe three-dimensional models stored in the models database 323 and usedthe generate the three-dimensional environment. The textures are appliedby a three-dimensional engine to generate models with associated “skins”on those models. The textures appear as skin, clothing, tile on floors.Moving textures can even appear as television-like elements within theworld or as animations on cars, avatars, and other elements of thegenerated three-dimensional environment.

The authentication functions 325 ensure that users (e.g. using usercomputing device 340) logging into the environment server 320 areproperly authenticated. This may be as simple as a typical loginfunction with a password, but may also employ two-factor authentication,fingerprint authentication, or other, secure methods. This is in partbecause the accounts associated with a given user or player in a givenenvironment may have some value, may be sold or traded to others or maysimply represent a great deal of time, effort, and investment on thepart of the player. The type of ever-present world available in someforms of three-dimensional environments, such as so-called metaverseenvironments, can engender significant attachment to or identificationwith a player avatar. So, players may wish to have as secure a loginprocess as possible to make sure that their avatars, and any digitalbelongings associated with that avatar, are secure.

The world server 326 orchestrates the other components of theenvironment server 320 to enable users connected to the environmentserver 320 to operate to generate the three-dimensional environment forusers connected to the environment server 310. The world server 326 mayoperate in much the same way as a game engine or network game serveroperates. Though shown as a single server, it may be many physicalservers. The world server 326 enables multiple users to connect to theenvironment server 320 to experience the same game world orthree-dimensional environment simultaneously. To accomplish this, theworld server 326 ensures authentication has taken place, loads themodels and textures from the model database 323 and the texture database324, and maintains an updating state for the overall game includingplayer locations and movements and animations within thethree-dimensional environment.

The world server 326 may simultaneously operate multiple world “types”so that users can transition from, for example, racing game to fightinggame to “hang out” area to special linear content experience (discussedbelow), and so on. In this way, a single or multiple servers may beemployed. In cases with a larger server population or particular gametypes that are overpopulated, sharded servers may be employed to loadbalance the total user population in a given area or on a server. Theworld server 326 may dynamically allocate and deallocate physical servercapacity dependent upon the current load or need either in aggregate orfor particular experiences.

In cases where linear content is streamed or otherwise shown within athree-dimensional environment, the world server 326 may operate to applylinear content from the content server 330 to a portion of thethree-dimensional environment (e.g. a display or screen within thevirtual world) so that the content may be viewed or viewable “in” thethree-dimensional environment.

The content server 330 includes a communications interface 332,authentication functions 334, and a content database 336. Though shownas a single content server 330, there may in fact be many contentservers, each hosted separately from one another. In other case, theuser computing device 340 itself may be a content server 330 as well asoperating to access linear content.

The communications interface 332 is primarily used to communicaterequests for particular linear content from the user computing device340 or the environment server 320 and to transmit the linear contentrequested to the environment server 320 and/or user computing device340. The communications interface 332 may include the various hardwarenetwork components discussed above as a part of the computing device200. However, it also may include application programming interfaces(APIs), unique network connectivity systems and data protocols used bythe user computing device 340 and/or environment server 320 tocommunicate with the content server 330 securely and efficiently underthe unique circumstances of the system 300.

The authentication functions 334 operate much the same as theauthentication functions 325 of the environment server 320. However,these authentication functions 334 may be distinct from those of theenvironment server 320 in that they may involve authentication with athird party service (e.g. Netflix®) where streamed linear content orotherwise stored linear content is available for access. So, a user maybe required to separately authenticate with a particular content server330 in order to access the content database 336 and provide that data orthat streamed content to the environment server 320 and the usercomputing device 340 for viewing. Accordingly, the authenticationfunctions 334 may be implemented by a third party or rely upon theexchange of keys between the content server 330 and the environmentserver 320 and the user computing device 340 to enable the system 300 tooperate to access linear content stored on the content server 330.

The content database 336 is a database storing the linear content forviewing by the user computing device 340 and/or the environment server.The linear content is preferably of a type that is suitable forstreaming, reliant upon built-in redundancies in the encoding such thatit may be readily streamed or transmitted over a network. Various formsof video content, particularly designed for compact, efficient encodingand streaming are known to those of skill in the art. Examples ofsuitable encoding schemes include H.264 and H.265.

The user computing device 340 is a computing device used by a user toaccess the environment server 320 and the content server 330. The usercomputing device 340 is shown as only a single device for examplepurposes, but a single environment server 320 and content server 330 canservice numerous (hundreds or thousands) of simultaneous connections andinteractions with user computing devices like user computing device 340.The user computing device 340 is commonly a desktop or laptop computer,but may be a mobile device or a virtual reality device or similarcomputing device. The user computing device 340 includes acommunications interface 342, environment software 344 and a mediaplayer 346.

The communications interface 342 is primarily used to enable interactionof a player's avatar and software with the environment server 320 and toobtain and stream content from the content server 330. Thecommunications interface 342 may include the various hardware networkcomponents discussed above as a part of the computing device 200.However, it also may include application programming interfaces (APIs),unique network connectivity systems and data protocols used by the usercomputing device 340 to communicate with the content server 330 or withthe environment server 320 securely and efficiently under the uniquecircumstances of the system 300.

The environment software 344 is software for presenting thethree-dimensional environment served by the environment server 320 tothe user computing device 340. Traditionally, the environment software344 would be an implementation of a “game engine” software thatintegrates three-dimensional models, textures for those models,scripting to enable functions and interaction within thethree-dimensional environment, and various other functionality takingplace within the environment server 320. The environment server 344preferably integrates the authentication functions used byauthentication functions 325 and 334 to enable the environment server344 to access the world server 326 and content database 336 to enablethe functions discussed herein. In a simplified sense, user may move athree-dimensional avatar about in a three-dimensional environment,interact with the environment, and may stream or otherwise access linearcontent served by the content server 330 from within thethree-dimensional environment. Thereafter, the user may transition theplayer avatar to a new three-dimensional environment based uponinteraction with the linear content displayed within thethree-dimensional environment.

The media player 346 is software designed to play linear content. Thissoftware may be specialized in the sense that it operates within thethree-dimensional environment shown on the user computing device 340 sothat a user may view the linear content played by the media player 346from within the three-dimensional environment, for example, on a virtualtelevision display, a billboard or otherwise on a “screen” within thethree-dimensional environment for viewing by those users (each connectedvia one of the user computing devices 340) within the three-dimensionalenvironment.

FIG. 4 is an example three-dimensional character in close proximity to alinear content display. As used herein “close proximity” means within aradius equivalent to 2-5 meters of a display showing linear content.Close proximity explicitly includes walking into, through or jumpinginto or through the display 414. The three-dimensional environment 400includes the three-dimensional character 402 which may be an avatar ofthe player character. A display 410 is present within thethree-dimensional environment 400. The display 410 is showing linearcontent 414 that is a scene (e.g. a scene from a film) including anactor playing a character 412 on the display 410.

The display 410 may be a fixed display within the location in thethree-dimensional environment 400. Or, the display 410 may be a movabledisplay, associated with the three-dimensional character 402 which theplayer may “set up” anywhere within the three-dimensional environment400 for viewing of linear content. The display is a “virtual” display inthe sense that it is not an actual computer display within the realworld, it is a display showing linear content within a three-dimensionalenvironment.

The display 410 may show or display linear content 414 as desired by ordirected by the user associated with the three-dimensional character 402within the three-dimensional environment 400. Alternatively, the display410 may play linear content 414 selected by another player, by thethree-dimensional environment themselves, by an advertiser or from aparticular service or good (e.g. a streaming service may show content oradvertisements for content like trailers for films) within thethree-dimensional environment.

An indicator within environment 400 and associated with the linearcontent 414? May inform the player that the linear content shown on thedisplay 410 is able to be joined by engaging with the linear content414. This indicator may be a green light, may be a text or otherindicator that appears when a user “mouses over” (e.g., using a mouse,keyboard or VR headset positioning or interaction) the display asalternative text, or may be more or less direct an indication. Forexample, the indication may be words appearing on screen that indicate agiven scene of linear content may be “joined” or saying that “there isan interactive scene associated with this scene” which may appear on thescreen. A particular icon or indicator image may appear on the display,environment 400 or on the user's computing device indicating that thescene is one which includes an associated three-dimensional environment.In other cases, the interactive element available to the user as athree-dimensional environment associated with the linear content may bea so-called “easter egg” that is only discoverable by accident orthrough experimentation with the display as the entire linear contentplays. And, more basically, if a display is showing no content at all,there can be no associated three-dimensional environment associated withno content.

Only certain portions of time or area (e.g. a door or window) within thelinear content may be associated with related interactive or immersivethree-dimensional experiences. So, only certain scenes in movies mayhave one or more three-dimensional environments associated therewith. Inother cases, an entire linear content (e.g. an entire episode of atelevision show) may be associated with a single three-dimensionalenvironment recreating that scene or augmenting that scene or enablingthe player character to interact with the scene within athree-dimensional environment. In some cases, or for certain timeperiods, the linear content may be associated with a particularthree-dimensional experience.

So, by way of example, a linear content Simpsons episode associated withHomer's experiences in the nuclear power plant may include a portion ofthe linear content that is a single experience wherein a player can takeon the role of Homer as he goes about his job working in the Springfieldnuclear power plant, engaging in a mini-game. Alternatively, theSimpsons episode or every episode may be associated with a full-lengthcommercial video game such that interacting with the display 410 causesthe player character to enter a demonstration version of the newSimpsons video game to be played through the entire demo. In this way,the player may be encouraged to purchase or otherwise obtain theassociated Simpsons game.

Further examples of portions of the linear content could include thedisplay of a trailer for an upcoming film that plays on a display shownin a prominent location within the three-dimensional environment. Thetrailer may be for an upcoming action film. Player character engagementwith the display 410 may cause the player three-dimensional character402 to transition to a new three-dimensional environment which is arecognizable portion of the world or experience from the associateduniverse of the film. So, for a Marvel trailer, the experience mayinvolve interactions with Spiderman or a mini-game swinging from spiderwebs in New York. Or, for a film involving dramatic action sequences ofracing or shootouts, the player avatar may be placed into the world ofthe film and take the wheel of a fast car within a racing game or may beinvolved in a shootout within a game world that mirrors the scenes shownin the trailer.

In this way, the player may be drawn more into the “world” orenvironment of the linear content to experience some aspect of thatworld or environment. From a user perspective, this enables the playerto have a deeper connection to and interaction with the world thanmerely watching the linear content. From the intellectual property ownerof the linear content perspective, the user engagement with theirtelevision series, film, or other linear content increases interest inthe content and buy-in from one or more desired consumers of thatcontent.

Similarly, the linear content may be a replay of a video gamecompetition that took place earlier or that is taking place live. It mayalso be a stream of a video game currently being played by a friend ofthe player. In such a case, the user may watch the stream and beencouraged to engage in the video game. Interaction with the display 410may cause the player three-dimensional character 402 to join the livegame with their friend or, in the case of an ongoing video gamecompetition, to merely join or gain access to a lobby or demonstrationversion of the game or, if the game is already owned, to begin playingthe game shown on the display 410. In this way, players may be remindedby the linear content that they enjoy a particular game or may enjoy itand may be invited to join it easily and quickly with limited or nointeraction outside of the three-dimensional environment.

As used herein the phrase “new three-dimensional environment” or“non-linear three-dimensional environment” or “three-dimensionalexperience” mean three-dimensional environments, other than a general orbaseline game world or three-dimensional environment, and instead arethose that are expressly associated with a specific linear content orportion of a linear content. The experiences that a playerthree-dimensional character 402 joins may be mini-games, full videogames, or may be purpose-built versions or iterations of scenes withinthe linear content designed to allow a player to “experience” the worldof the linear content. Once the player has completed thethree-dimensional experience, the player may return to the originalthree-dimensional environment.

FIG. 5 is an example three-dimensional character jumping into a linearcontent display. Here, the player three-dimensional character 502 hasmoved closer to the display within the three-dimensional environment500, indicating a desire to join the three-dimensional experienceassociated with the linear content. This action is “jumping into” thelinear content?, but the particular interaction may be slightlydifferent. The action triggering the indication of a desire to join thethree-dimensional environment associated with the linear content may bemerely moving close to the display, walking toward the display,“touching” the display (e.g. by interacting with the display), orwalking into or through a nearby portal or doorway associated with thelinear content. Preferably, no click or selection or menu operation isnecessary for a user to complete the action of transitioning to a newthree-dimensional environment associated with the linear content.Instead, the interaction is simplified through the use of the “moveinto” or “jump into” metaphor.

FIG. 6 is an example three-dimensional character jumping into a linearcontent display. Here, the player three-dimensional character 602 hasnearly jumped “into” and continues jumping into the display showing thelinear content within the three-dimensional environment 600. Thecharacter 602 may continue jumping into the linear content or displayshowing that content by moving any part of the character into or overthe area of the linear content or display of that content.

FIG. 7 is an example three-dimensional character transitioned into a newthree-dimensional environment previously shown on the linear contentdisplay. Here, the player three-dimensional character 702 has movedclosely proximate to and/or jumped “through” the linear content and hasnow joined a new three-dimensional environment 700 where the character712 is present. Now, the player three-dimensional character 702 may moveabout in this new, three-dimensional world and engage with the character712 or perform other actions associated with this three-dimensionalexperience within the three-dimensional environment 700 associated withthe linear content. Character 712 may be the same as character 602 ormay be a different player character (e.g. may become or take the placeof a character from the linear content, like John Wick in a John Wickfilm).

Description of Processes

FIG. 8 is a flowchart of a process for linear content transition to anew three-dimensional environment. The flow chart has both a start 805and an end 895, but the process may be cyclical in nature.

After the start, the process begins with the generation of athree-dimensional environment 810. This is preferably handled by theenvironment server 320 which generates a three-dimensional world intowhich players may login and interact with the world and each other. Thismay be in the form of a traditional multiplayer game to which playercharacters connect using user computing devices (like user computingdevice 340). However, it may also be in the relatively new form of amultiverse or metaverse style game experience or world to which a playercan connect and interact with others and join many and varied sorts ofexperiences.

Next a three-dimensional character is generated within the environmentat 820. This process involves a player using a user computing device 340to login to the environment server 320 as confirmed by theauthentication functions 325. As a result, the environment server 320and user computing device 340 together generate a uniformthree-dimensional environment in which the player three-dimensionalcharacter may move about an interact.

Next, linear content is displayed within the environment at 830. Here,the three-dimensional environment itself plays linear content accessedfrom the content server 330 that may be viewed by a user using one ofthe user computing devices 340 to connect to the environment server 320.The display shows up within the three-dimensional environment generatedat 810. As discussed above, the display may be user-created or may bepresent at all times within the three-dimensional environment. Thelinear content displayed may be set by the operator of thethree-dimensional environment or may be selected by a player using auser computing device 340. Regardless, the linear content may beassociated—e.g. pre-associated by a maker of the linear content or bythe operator of the three-dimensional environment—with a giventhree-dimensional experience, content or other environment into whichthe player may interact or engage.

Next, the user computing device 340 receives character movement input840 which is communicated to the environment server 320 to cause theplayer three-dimensional character to move about within thethree-dimensional environment of the world created by the environmentserver 320. In this way, as player three-dimensional characters moveabout within the world, the other individuals participating in thatworld can see those movements and the entire experience is a bit moresocial, like a “hang out” or busy taking part in activities within theworld, while the linear content may be playing nearby or may be beingwatched as a group together within the three-dimensional environment.

At 845, a determination is made whether the movement at 840 resulted inclose proximity to linear content including an associatedthree-dimensional environment or experience. If not (“no” at 845), thenthe process continues to check for character movement at 840 that is inproximity to linear content at 845.

If there is character movement that is in close proximity to linearcontent (“yes” at 845), then this means that the playerthree-dimensional character has moved close to content having anassociated linear content component. This close proximity may be“jumping into” the associated display, moving near it, clicking on itwith a mouse or controller, “touching” the display within a virtualreality rendering of the linear content, walking nearby, or engaging ina particular activity or interaction with a nearby element, button,portal, door, or window. In the preferred case, the playerthree-dimensional character is merely moved into or through the display(e.g. by jumping or running into it).

Thereafter, the environment server 320 generates a new three-dimensionalenvironment 850. This generation may have actually happened previously,or the experience may always be running or generated from the outset oflaunch of the environment server 320, but this process is shown herebecause it some cases, the new three-dimensional environment may notexist until such time as it is needed or used by a playerthree-dimensional character moving into a display or otherwiseindicating a desire to engage in the new three-dimensional experienceassociated with the linear content.

Further in response to the detection by the environment server 320 ofproximity to the linear content at 845, the three-dimensional characteris transitioned to the new environment at 860. Here, the environmentserver 320 removes the three-dimensional character from thethree-dimensional environment where the linear content is playing andmoves them to (adds them to) the new three-dimensional environmentassociated with the linear content. This process may take the form of atraditional “character loading” process from a technologicalperspective. The transition is preferably as seamless as possible forthe player three-dimensional character, appearing as though they “walkinto” the scene of the linear content. However, in some cases, a loadtime or transition time may be needed. An animation of teleportation ormelding into the linear content or other similar transition may be usedto mask any load times.

Thereafter, player three-dimensional character interaction with the newthree-dimensional environment is enabled at 870. Once the load-in iscomplete, the player three-dimensional character may move about,interact with, and otherwise engage with the interactive experiencewithin the new three-dimensional environment. This may be accomplishedin much the same way as interactions with the original three-dimensionalenvironment is enabled by the environment server 320 operating inconcert with the user computing device 340.

Thereafter, the user may take part in the new three-dimensionalenvironment.

At some point, that experience may be complete. For example, the usermay complete the mini-game, complete the ordinary game or complete asession with the ordinary game, or may otherwise indicate that he or sheis no longer interested in the new three-dimensional experience. Forexample, a user may move toward, be in close proximity to or jump intoan inverse or unusually-colored version of the linear content thatcontinues to play on a wall (suggesting a Through the Looking Glass-liketransition between the two worlds) to thereby trigger the same behaviorin reverse moving the player three-dimensional character back to theoriginal “world” of the environment server 320.

Once that occurs (“yes” at 875) indicating that the interaction iscomplete, then the process ends. Until it is complete (“no” at 875)indicating that the interaction is ongoing, then the interactioncontinues to be enabled at 870.

The process then ends at 895.

In some cases, only steps 830-860 are performed. In some cases, steps820 and/or 870 are performed with steps 830-860.

FIG. 9 is a flowchart of a process for linear content transition to anew three-dimensional environment from the perspective of a user. Theflow chart has both a start 905 and an end 995, but the process may becyclical in nature.

First, following the start 905, the user enters and interacts with athree-dimensional environment created by the environment server 320 andthe user computing device 340.

The user may then create and/or observe linear content displayed withinthe three-dimensional environment at 920. As discussed above, thiscontent may be shown and selected by the three-dimensional environmentitself or may be user-selected both in location (e.g. a “pop-up”display) and content (e.g. selecting content from a streaming service, agroup of available content or a user's own computer).

After that linear content is playing, the user may move their playerthree-dimensional character toward, in close proximity to, jump intoand/or move into the linear content display at 930. Preferably, this isthe walk-into or jump-into interaction, but other interactions arepossible.

Next, the system determines whether or not there is associatednon-linear content (e.g. a three-dimensional experience) at 935. If not(“no” at 935), then the process continues at 920.

If there is (“yes” at 935), then the process continues with movement tonon-linear content three-dimensional environment at 940. Here, the newthree-dimensional environment is created or joined by the player'sthree-dimensional character.

The player's three-dimensional character may interact within that newthree-dimensional environment at 950 until that interaction is complete(“no” at 955).

Once that interaction is complete (“yes” at 955), the player'sthree-dimensional character may leave the non-linear three-dimensionalenvironment that was associated with the linear content at 960.

So long as this is not the end of the play session as a whole (“yes” at955), then the process continues with return to the originalthree-dimensional environment at 910. This could be the end of thesession as a whole. If so (“no” at 965), then the process ends at 995.

The process then ends at 995.

In some cases, only steps 930-940 are performed. In some cases, steps920 and/or 950 are performed with steps 930-940.

And, if the linear content and the new three-dimensional environment areclosely related or designed together to interact with one another,portions of the linear content associated with the new three-dimensionalenvironment may be altered as a result of player actions within the newthree-dimensional environment. So, for example, a player may be given achoice within the three-dimensional environment whether to kill aparticular character. If the player chooses to do so, the remainder ofthe linear content from that point forward may no longer have thatcharacter present or characters may react to the player action. If theplayer chooses not to kill that particular character, then the story ofthe linear content may adapt accordingly with that character stillpresent in the linear content once the interactions with the newthree-dimensional environment are complete. In this way, some linearcontent the three-dimensional content associated with that linearcontent may together be interactive in a manner similar to a choose yourown adventure book.

Closing Comments

Throughout this description, the embodiments and examples shown shouldbe considered as exemplars, rather than limitations on the apparatus andprocedures disclosed or claimed. Although many of the examples presentedherein involve specific combinations of method acts or system elements,it should be understood that those acts and those elements may becombined in other ways to accomplish the same objectives. With regard toflowcharts, additional and fewer steps may be taken, and the steps asshown may be combined or further refined to achieve the methodsdescribed herein. Acts, elements and features discussed only inconnection with one embodiment are not intended to be excluded from asimilar role in other embodiments.

As used herein, “plurality” means two or more. As used herein, a “set”of items may include one or more of such items. As used herein, whetherin the written description or the claims, the terms “comprising”,“including”, “carrying”, “having”, “containing”, “involving”, and thelike are to be understood to be open-ended, i.e., to mean including butnot limited to. Only the transitional phrases “consisting of” and“consisting essentially of”, respectively, are closed or semi-closedtransitional phrases with respect to claims. Use of ordinal terms suchas “first”, “second”, “third”, etc., in the claims to modify a claimelement does not by itself connote any priority, precedence, or order ofone claim element over another or the temporal order in which acts of amethod are performed, but are used merely as labels to distinguish oneclaim element having a certain name from another element having a samename (but for use of the ordinal term) to distinguish the claimelements. As used herein, “and/or” means that the listed items arealternatives, but the alternatives also include any combination of thelisted items.

It is claimed:
 1. A system for controlling an interactive virtual environment comprising a computing device for: generating a three-dimensional computer-generated environment including a player controllable character within the three-dimensional computer-generated environment; displaying linear content on a virtual display within the three-dimensional computer-generated environment, the linear content associated with at least one interactive experience, the interactive experience having a location, theme, world, activity, or a character displayed on the virtual display, wherein the linear content lacks interactivity for the viewer; receiving input controlling the player controllable character to move the player controllable character into close proximity to the linear content displayed on the virtual display, wherein the input includes the player controllable character one of walking into the linear content displayed, walking through the linear content displayed, jumping into the linear content displayed or jumping through the linear content displayed, and wherein the receiving the input excludes the player controllable character using a device or equipment of the player controllable character; generating a second three-dimensional computer-generated environment, the second three-dimensional environment incorporating the location, theme, world, activity, or character of the interactive experience associated with the linear content; and transitioning the player controllable character to the second three-dimensional computer-generated environment including the at least one interactive experience associated with the linear content and incorporating the location, theme, world, activity, or character associated with the linear content.
 2. The system of claim 1 wherein the computing device is further for moving the player controllable character to a location within the second three-dimensional computer-generated environment.
 3. The system of claim 1 wherein the interactive experience is associated with a selected one of a scene, a theme, a world, a character, an activity within the linear content.
 4. The system of claim 1 wherein the interactive experience is associated with a particular time frame within the linear content on the virtual display, visual content on the virtual display, one or more characters on the virtual display, a scene on the virtual display, one or more objects or products on the virtual display.
 5. The system of claim 1 wherein the linear content is a film, movie, television program, television series, trailer for other content, or short.
 6. The system of claim 1 further comprising a second computing device for: generating a second three-dimensional computer-generated environment including a second player controllable character within the second three-dimensional computer-generated environment; displaying the linear content on a second virtual display presented within the second three-dimensional computer-generated environment, the linear content associated with at least one interactive experience, the interactive experience having a location, theme, world, activity, or a character displayed on the virtual display; receiving input controlling the second player controllable character to move the player controllable character into close proximity with to the linear content displayed on the second virtual display; and generating the second three-dimensional computer-generated environment, the second three-dimensional environment incorporating the location, theme, world, activity, or character of the interactive experience associated with the linear content; transitioning the second player controllable character to the second three-dimensional computer-generated environment including the at least one interactive experience associated with the linear content.
 7. The system of claim 1 wherein the linear content is altered based upon actions taken by the player controllable character within the at least one interactive experience associated with the linear content.
 8. The system of claim 1, wherein the linear content is a previously-recorded content with a beginning point and an end point.
 9. A method for controlling an interactive virtual environment using a computing device, the method comprising: generating a three-dimensional computer-generated environment including a player controllable character within the three dimensional computer-generated environment; displaying linear content on a virtual display presented within the three-dimensional computer-generated environment, the linear content associated with at least one interactive experience, wherein the linear content lacks interactivity for the viewer; receiving input controlling the player controllable character to move the player controllable character into close proximity to the linear content displayed on the virtual display, wherein the input includes the player controllable character one of walking into the linear content displayed, walking through the linear content displayed, jumping into the linear content displayed or jumping through the linear content displayed, and wherein the receiving the input excludes the player controllable character using a device or equipment of the player controllable character; generating a second three-dimensional computer-generated environment; and transitioning the player controllable character to the second three-dimensional computer-generated environment including the at least one interactive experience associated with the linear content and incorporating the location, theme, world, activity, or character associated with the linear content.
 10. The method of claim 9 wherein the method further comprises moving the player controllable character to a location within the second three-dimensional computer-generated environment.
 11. The method of claim 9 wherein the interactive experience is associated with a selected one of a theme, a world, a character, an activity within the linear content.
 12. The method of claim 9 wherein the interactive experience is associated with a particular time frame within the linear content on the virtual display, visual content on the virtual display, one or more characters on the virtual display, one or more objects or products on the virtual display.
 13. The method of claim 9 wherein the linear content is a film, movie, television program, television series, trailer for other content, or short.
 14. The method of claim 9 further comprising using a second computing device to: generate a second three-dimensional computer-generated environment including a second player controllable character within the second three-dimensional computer-generated environment; display the linear content on a second virtual display presented within the second three-dimensional computer-generated environment, the linear content associated with at least one interactive experience; receive input controlling the second player controllable character to move the player controllable character into close proximity with to the linear content displayed on the second virtual display; and generate the second three-dimensional computer-generated environment transitioning the second player controllable character to the second three-dimensional computer-generated environment including the at least one interactive experience associated with the linear content.
 15. The method of claim 9 wherein the linear content is altered based upon actions taken by the player controllable character within the at least one interactive experience associated with the linear content.
 16. Apparatus comprising non-volatile machine-readable medium storing a program having instructions which when executed by a processor will cause the processor to: generate a three-dimensional computer-generated environment including a player controllable character within the three dimensional computer-generated environment; display linear content on a virtual display presented within the three-dimensional computer-generated environment, the linear content associated with at least one interactive experience, the interactive experience having a location, theme, world, activity, or a character displayed on the virtual display, wherein the linear content lacks interactivity for the viewer; receive input controlling the player controllable character to move the player controllable character into close proximity to the linear content displayed on the virtual display, wherein the input includes the player controllable character one of walking into the linear content displayed, walking through the linear content displayed, jumping into the linear content displayed or jumping through the linear content displayed, and wherein the receiving the input excludes the player controllable character using a device or equipment of the player controllable character; generate a second three-dimensional computer-generated environment, the second three-dimensional environment incorporating the location, theme, world, activity, or character of the interactive experience associated with the linear content; and transition the player controllable character to the second three-dimensional computer-generated environment including the at least one interactive experience associated with the linear content and incorporating the location, theme, world, activity, or character associated with the linear content.
 17. The apparatus of claim 16 wherein the steps further cause the processor to move the player controllable character to a location within the second three-dimensional computer-generated environment.
 18. The apparatus of claim 16 wherein the interactive experience is associated with a selected one of a theme, a world, a character, an activity within the linear content.
 19. The apparatus of claim 16 wherein the linear content is a film, movie, television program, television series, trailer for other content, or short.
 20. The apparatus of claim 16 wherein the linear content is altered based upon actions taken by the player controllable character within the at least one interactive experience associated with the linear content.
 21. The apparatus of claim 16 further comprising: the processor; and a memory, wherein the processor and the memory comprise circuits and software for performing the instructions on the storage medium. 